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It shouldn't be possible. As the game is a local application on your PC and not running on a cloud or a dedicated server it should have stopped as the PC is in sleep mode.
If I quit to main menu it resumes fine.
Paused is fine.
Are you trying to idle lol it wont help get through the final stage very slow process. Took me week or more..
Leave the game running and computer on just turn off the monitor.
Good Luck dont fry your gpu.
As Juanitta said above, you cannot put your computer to sleep and keep the game working. Sleep literally shuts some computer components down and waits for an input signal to turn back on (similar to how wake-on-lan works).
If you're trying to leave the game running while you're actually sleeping, leave the game running, change the graphics to low / 15 fps > look at the floor > save > turn your monitor off. On a side note: make sure you're inventory is empty.
This keeps the game running, however, since the monitor itself is off, the GPU workload is actually lessened. And yes, I tested it on mine and I have dual monitors and monitored the GPU via HWiNFO.
It's an issue because other games manage this fine.
"Oh just close the game all the way" -- how about no, because other games manage this fine?
I have a workaround, I already posted it. I don't need your input.
you're both wrong. I do this all the time with other games. They manage just fine.
If I quit to main menu it resumes fine and then I just reload the save. Takes an extra few seconds, but it's NBD.. So I don't really need more input here.
The ability for games to handle sleep depends entirely on how well they deal with device lost situations. I don't think it is too surprising to learn that if the system goes to sleep then any software running will lose access to the hardware.
Anything that accesses 3D rendering hardware and sound hardware is normally written in such a way that it can handle intermittent errors, as an example, Direct3D 11/DXGI can return errors such as DXGI_ERROR_DEVICE_RESET or DXGI_ERROR_DEVICE_REMOVED if there is a problem rendering a frame to the swapchain. In this case, the application can re-scan for devices and then recreate everything it needs. It is generally way too easy to write software under the assumption that things will never go wrong.
Since I'm not familiar with Unity and the level of control it gives in this area,then it is possible that Unity itself doesn't properly handle the device lost state.